DEVIL DOG (Ice Dog)

http://dndwithpornstars.blogspot.ca/2011/05/redoing-fiend-folio-d-list.html

FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY: Very Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Swamp])
NO. APPEARING: 4-16
ARMOR CLASS: 6
MOVE: 30" maximum
HIT DICE: 6
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 13
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Throat attack
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M (3' at shoulder)
LEVEL/X.P. VALUE: V | 350 + 6

Stark-white hounds with blue eyes,
{devil} dogs live in cold regions and when encountered in snow- or frost- covered areas are invisible beyond a range of 30'.
They roam in packs in an endless search for food and will always attack human parties,
being sly enough to use their protective colouration to the best advantage. <cf. Vision & Visibility, WSG>

The devil dog uses a vicious biting attack and always jumps for the throat.
Normal damage inflicted is 2-8 hit points,
but if the 'to hit' die roll is 4 or more greater than required to hit,
or a natural 20 in any event,
a hit is scored on the throat --
the victim suffers double damage,
is comatose for 2-8 turns and must receive [cure light wounds] (or a stronger ministration of the same nature) during the comatose period to avoid death at the end of that period.
(Of course the initial damage might kill the victim anyway).

When attacking or giving chase -- and devil dogs move very fast indeed --
the creatures will emit an intense baying which will cause fear in any character of the third experience level or lower unless they save at -4 on their die roll against magic.
They can sustain their extraordinarily high (30") movement rate for three turns,
following which they must 'rest' for another three turns during which their maximum movement rate is 12".